211 lines
8 KiB
C#
211 lines
8 KiB
C#
// Decompiled with JetBrains decompiler
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// Type: Terraria.GameContent.Biomes.MarbleBiome
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// Assembly: Terraria, Version=1.4.0.5, Culture=neutral, PublicKeyToken=null
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// MVID: 67F9E73E-0A81-4937-A22C-5515CD405A83
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// Assembly location: C:\Users\mikeyisbaeyt\Downloads\depotdownloader-2.4.5\depots\105601\6707058\Terraria.exe
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using Microsoft.Xna.Framework;
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using System;
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using Terraria.ID;
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using Terraria.WorldBuilding;
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namespace Terraria.GameContent.Biomes
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{
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public class MarbleBiome : MicroBiome
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{
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private const int SCALE = 3;
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private MarbleBiome.Slab[,] _slabs;
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private void SmoothSlope(int x, int y)
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{
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MarbleBiome.Slab slab = this._slabs[x, y];
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if (!slab.IsSolid)
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return;
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int num = this._slabs[x, y - 1].IsSolid ? 1 : 0;
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bool isSolid1 = this._slabs[x, y + 1].IsSolid;
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bool isSolid2 = this._slabs[x - 1, y].IsSolid;
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bool isSolid3 = this._slabs[x + 1, y].IsSolid;
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switch ((num != 0 ? 1 : 0) << 3 | (isSolid1 ? 1 : 0) << 2 | (isSolid2 ? 1 : 0) << 1 | (isSolid3 ? 1 : 0))
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{
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case 4:
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this._slabs[x, y] = slab.WithState(new MarbleBiome.SlabState(MarbleBiome.SlabStates.HalfBrick));
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break;
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case 5:
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this._slabs[x, y] = slab.WithState(new MarbleBiome.SlabState(MarbleBiome.SlabStates.BottomRightFilled));
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break;
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case 6:
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this._slabs[x, y] = slab.WithState(new MarbleBiome.SlabState(MarbleBiome.SlabStates.BottomLeftFilled));
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break;
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case 9:
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this._slabs[x, y] = slab.WithState(new MarbleBiome.SlabState(MarbleBiome.SlabStates.TopRightFilled));
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break;
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case 10:
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this._slabs[x, y] = slab.WithState(new MarbleBiome.SlabState(MarbleBiome.SlabStates.TopLeftFilled));
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break;
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default:
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this._slabs[x, y] = slab.WithState(new MarbleBiome.SlabState(MarbleBiome.SlabStates.Solid));
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break;
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}
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}
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private void PlaceSlab(MarbleBiome.Slab slab, int originX, int originY, int scale)
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{
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ushort num1 = 367;
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ushort num2 = 178;
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if (WorldGen.drunkWorldGen)
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{
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num1 = (ushort) 368;
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num2 = (ushort) 180;
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}
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int num3 = -1;
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int num4 = scale + 1;
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int num5 = 0;
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int num6 = scale;
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for (int x = num3; x < num4; ++x)
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{
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if (x != num3 && x != num4 - 1 || WorldGen.genRand.Next(2) != 0)
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{
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if (WorldGen.genRand.Next(2) == 0)
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--num5;
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if (WorldGen.genRand.Next(2) == 0)
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++num6;
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for (int y = num5; y < num6; ++y)
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{
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Tile tile = GenBase._tiles[originX + x, originY + y];
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tile.ResetToType(TileID.Sets.Ore[(int) tile.type] ? tile.type : num1);
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bool active = slab.State(x, y, scale);
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tile.active(active);
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if (slab.HasWall)
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tile.wall = num2;
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WorldUtils.TileFrame(originX + x, originY + y, true);
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WorldGen.SquareWallFrame(originX + x, originY + y);
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Tile.SmoothSlope(originX + x, originY + y);
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if (WorldGen.SolidTile(originX + x, originY + y - 1) && GenBase._random.Next(4) == 0)
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WorldGen.PlaceTight(originX + x, originY + y);
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if (WorldGen.SolidTile(originX + x, originY + y) && GenBase._random.Next(4) == 0)
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WorldGen.PlaceTight(originX + x, originY + y - 1);
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}
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}
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}
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}
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private static bool IsGroupSolid(int x, int y, int scale)
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{
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int num = 0;
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for (int index1 = 0; index1 < scale; ++index1)
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{
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for (int index2 = 0; index2 < scale; ++index2)
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{
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if (WorldGen.SolidOrSlopedTile(x + index1, y + index2))
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++num;
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}
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}
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return num > scale / 4 * 3;
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}
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public override bool Place(Point origin, StructureMap structures)
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{
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if (WorldGen.BiomeTileCheck(origin.X, origin.Y))
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return false;
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if (this._slabs == null)
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this._slabs = new MarbleBiome.Slab[56, 26];
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int num1 = GenBase._random.Next(80, 150) / 3;
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int num2 = GenBase._random.Next(40, 60) / 3;
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int num3 = (num2 * 3 - GenBase._random.Next(20, 30)) / 3;
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origin.X -= num1 * 3 / 2;
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origin.Y -= num2 * 3 / 2;
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for (int index1 = -1; index1 < num1 + 1; ++index1)
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{
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double num4 = (double) (index1 - num1 / 2) / (double) num1 + 0.5;
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int num5 = (int) ((0.5 - Math.Abs(num4 - 0.5)) * 5.0) - 2;
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for (int index2 = -1; index2 < num2 + 1; ++index2)
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{
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bool hasWall = true;
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bool flag1 = false;
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bool flag2 = MarbleBiome.IsGroupSolid(index1 * 3 + origin.X, index2 * 3 + origin.Y, 3);
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int num6 = Math.Abs(index2 - num2 / 2) - num3 / 4 + num5;
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if (num6 > 3)
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{
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flag1 = flag2;
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hasWall = false;
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}
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else if (num6 > 0)
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{
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flag1 = index2 - num2 / 2 > 0 | flag2;
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hasWall = index2 - num2 / 2 < 0 || num6 <= 2;
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}
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else if (num6 == 0)
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flag1 = GenBase._random.Next(2) == 0 && index2 - num2 / 2 > 0 | flag2;
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if (Math.Abs(num4 - 0.5) > 0.349999994039536 + (double) GenBase._random.NextFloat() * 0.100000001490116 && !flag2)
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{
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hasWall = false;
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flag1 = false;
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}
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this._slabs[index1 + 1, index2 + 1] = MarbleBiome.Slab.Create(flag1 ? new MarbleBiome.SlabState(MarbleBiome.SlabStates.Solid) : new MarbleBiome.SlabState(MarbleBiome.SlabStates.Empty), hasWall);
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}
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}
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for (int index3 = 0; index3 < num1; ++index3)
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{
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for (int index4 = 0; index4 < num2; ++index4)
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this.SmoothSlope(index3 + 1, index4 + 1);
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}
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int num7 = num1 / 2;
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int val1 = num2 / 2;
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int num8 = (val1 + 1) * (val1 + 1);
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float num9 = (float) ((double) GenBase._random.NextFloat() * 2.0 - 1.0);
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float num10 = (float) ((double) GenBase._random.NextFloat() * 2.0 - 1.0);
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float num11 = (float) ((double) GenBase._random.NextFloat() * 2.0 - 1.0);
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float num12 = 0.0f;
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for (int index5 = 0; index5 <= num1; ++index5)
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{
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float num13 = (float) val1 / (float) num7 * (float) (index5 - num7);
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int num14 = Math.Min(val1, (int) Math.Sqrt((double) Math.Max(0.0f, (float) num8 - num13 * num13)));
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if (index5 < num1 / 2)
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num12 += MathHelper.Lerp(num9, num10, (float) index5 / (float) (num1 / 2));
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else
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num12 += MathHelper.Lerp(num10, num11, (float) ((double) index5 / (double) (num1 / 2) - 1.0));
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for (int index6 = val1 - num14; index6 <= val1 + num14; ++index6)
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this.PlaceSlab(this._slabs[index5 + 1, index6 + 1], index5 * 3 + origin.X, index6 * 3 + origin.Y + (int) num12, 3);
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}
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structures.AddStructure(new Microsoft.Xna.Framework.Rectangle(origin.X, origin.Y, num1 * 3, num2 * 3), 8);
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return true;
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}
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private delegate bool SlabState(int x, int y, int scale);
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private static class SlabStates
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{
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public static bool Empty(int x, int y, int scale) => false;
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public static bool Solid(int x, int y, int scale) => true;
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public static bool HalfBrick(int x, int y, int scale) => y >= scale / 2;
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public static bool BottomRightFilled(int x, int y, int scale) => x >= scale - y;
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public static bool BottomLeftFilled(int x, int y, int scale) => x < y;
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public static bool TopRightFilled(int x, int y, int scale) => x > y;
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public static bool TopLeftFilled(int x, int y, int scale) => x < scale - y;
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}
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private struct Slab
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{
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public readonly MarbleBiome.SlabState State;
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public readonly bool HasWall;
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public bool IsSolid => this.State != new MarbleBiome.SlabState(MarbleBiome.SlabStates.Empty);
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private Slab(MarbleBiome.SlabState state, bool hasWall)
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{
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this.State = state;
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this.HasWall = hasWall;
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}
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public MarbleBiome.Slab WithState(MarbleBiome.SlabState state) => new MarbleBiome.Slab(state, this.HasWall);
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public static MarbleBiome.Slab Create(MarbleBiome.SlabState state, bool hasWall) => new MarbleBiome.Slab(state, hasWall);
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}
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}
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}
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